Madness Ham J Wimbleton
Just do what comes natural in this Madness Combat-inspired character! Firearm and melee weapon pools adapted from the series.
About this mod Author’s original text
Madness Ham J. Wimbleton
NOTE: Currently only has vanilla enemies and hold progression taken straight from Operator Ori. Custom enemy sosigs (Grunts, Agents, ATP Engineers, and ATP Soldats) and custom TnH phase progression (such as melee-only sosig waves) will be implemented sometime in the future. Also only has vanilla weapons adapted from the Madness Combat Wiki. Modded weapons (such as the FBI10) may be added eventually.
SOMEWHERE IN NEVADA...
A SOSIG IS DENIED DEATH...
IN ORDER TO GRANT IT, EN MASSE...
Just do what comes natural in this Madness Combat-inspired TnH character! Weapon pools are filled to the brim with weapons seen throughout the Madness Combat series, from the PPK pistol to the Bren LMG.
FEATURES
- Starting Equipment:
- Improvised Melee/Garage Melee weapon in large case
- Health Powerup Sausage
- 2 Brass Knuckles (For going unarmed)
- PPK in small case (the earliest available firearm in Madness Project: Classic)
- Weapon Pools:
- Firearms and melee weapons adapted from the Madness Combat Wiki
I take feedback from the H3VR and H3VR Homebrew Discord servers (MorphoDev#2765)
Changelog
[1.1.0] - 23-09-23
- Cleaned up formatting
- Added new weapons
- Added Locomotion and Backpacks to supply points
[1.0.0] - 22-09-23
- Initial Release (and on the 16th annual Madness day, no less!)
- To do:
- Add custom enemy sosigs
- Add custom Take & Hold phase progression (including waves with sosigs only wielding melee weapons)
- Add modded weapons to weapon pools
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Install these first, or the mod will not work: